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Awesome IndienessMon, 11 Dec 2017 17:39:41 +0000en-UShourly1http://wordpress.org/?v=4.2.19Old Games, New Games, Tons Of Gameshttp://www.blackpants.de/old-games-new-games-tons-of-games/
http://www.blackpants.de/old-games-new-games-tons-of-games/#commentsTue, 30 Aug 2016 13:02:24 +0000http://www.blackpants.de/?p=5552Read More]]>Hi there, here is Tobi from the Pants. You certainly heard about Gamescom which takes place in Cologne each year, but I must confess I have never been there before. I’m not really into those big mega events normally. This year we were invited to talk about our game “On Rusty Trails” at GDC Europe, which took place a few days before the actual Gamescom. We also had some other events at Gamescom where we presented our mobile title “Blown Away”. So, Stamm and I built up a little pants-delegation and joined the event. I arrived first at GDC, which is more for developers, publishers etc. not so much about party, more talking about contracts, technologies and business. I met Lea, an old friend of mine, who was part of the organisation team for the Indietalk together with Jonatan Van Hove. They both did a really good job making the Indietalk a cool event. Thanks for that!

Me At The Indie Talk

I talked to different people at the GDC and asked them if they will stay for the Gamescom and join the masses. Nearly everybody told me to better leave before the real madness begins. Hmm…better leave? Madness begins? Fortunately Stamm arrived when I started to think about the next few days and what lays in front of us.

When we entered the gamescom area, and looked through the halls, filled up with cyberrobots and the usual stuff, I was overwhelmed by the size of the event. I have never seen so many soldiers, orcs, tanks, manga characters, cars and VR headsets together in one location. It was like a trip, going through Gamescom where it is really hard to focus on one special thing, because everybody is fighting to get your attention. It somehow remembered me of a scene in a Monty Python movie, where some crazy prophets try to get the attention of the audience.

Anyway, it was really interesting. I became a big fan of the cosplay people who were wandering around everywhere. It gave me a warm feeling to see how much personal effort, energy and time those people put into their costumes, to dress up like their beloved characters.

And then I became nostalgic. I entered the retro area. Many of those games I used to play when I started to get involved into computer games were there. And the best thing was you could play every one of them including old c64 stuff and amiga titles. The even better thing was, you did not have to wait for hours to enjoy these “travels to the past”. So I did spend a few hours to play some of those retro-gems. I was surprised how good some of them still play. Yes of course, they don’t have those hi res graphics but when you put this fact aside, there are still games, which could be enjoyed even today. Games which have tight controls, interesting settings and an adorable soundtracks. Games which often don’t last for an epic amount of time but who are long enough to keep your attention to escape from reality for some hours.

It was cool to see, that even some of the young folks enjoyed those titles and were hocked by their game mechanics. When I was back in Berlin I talked with Jones about my personal Retro-Gamescom-Highlight. We started to discuss, about how long we will be able to play those old games in the near future. The old consoles are not produced anymore, and the old input devices will not become better over time. The cartridges and floppy discs will surely not survive the next 30 years. So a big task for the future will be to somehow mange to conserve those games and make it possible to experience them as they were designed, on the original hardware. Even the titles today will have this problem, when you think about online titles like WOW. How will we be able to play them when the servers will be down in a couple of years? I hope there will be some kind of professional computer game archivists who will ensure that this part of entertainment culture will not fade a away.

O.k. that’s it for now…all the best and have a great week,
Tobi

]]>http://www.blackpants.de/old-games-new-games-tons-of-games/feed/0Development Update #54 – We are live!http://www.blackpants.de/development-update-54-we-are-live/
http://www.blackpants.de/development-update-54-we-are-live/#commentsMon, 13 Jun 2016 16:40:16 +0000http://www.blackpants.de/?p=5526Read More]]>Hey everyone! It’s time for the weekly development updated and we’re getting emotional this time! Granted: this won’t be much of an informative blog post.

Quick news:

Yesterday was a release party in Kassel, organized by the fine people of IDEAL and held in the beautiful catacombs beneath the café NEU. They spared neither expense nor effort and printed some awesome propaganda posters and Elvis (see above) and invited the citizens of Kassel to play On Rusty Trails one day before today’s release. I was there, talked to interested gamers and watchers and had a beer. Cheers!

Hera are some pictures:

We also put out the new release trailer, which can be enjoyed here

Obviously when this blog is out, we will also be on Steam, Humble, itch.io, Playfield and Green Man Gaming. We will have a later release on GOG as well. I have already started drinking beer, so only one more thing to do:

Thank you all SO MUCH for coming to this place every week (almost, I know I am a lazy and slacked off some weeks) and reading my ramblings about our games. Thank you for liking what we put out there, spreading the word, playing our games and just being awesome.

Also thanks to all of our testers, our families and friends for all the support.

Cheers! <3 (and see you soon, when I start picking this up again for our new projects!)

]]>http://www.blackpants.de/development-update-54-we-are-live/feed/0Development Update #53 – If Black Pants Made A Platformer, This Would Be Ithttp://www.blackpants.de/development-update-53-if-black-pants-made-a/
http://www.blackpants.de/development-update-53-if-black-pants-made-a/#commentsSun, 05 Jun 2016 15:58:29 +0000http://www.blackpants.de/?p=5471Read More]]>Hello everyone, it’s time for the development update.

This will only be a short one, and probably one of the last ones for a little while. It has become pretty hard to have a development blog, when not much is really being developed anymore. The On Rusty Trails release is in about a week, and we are only polishing a few smaller things here and there. Content freeze was a while ago. This is the point, where no additional content is being added and only the things that are in the game are given last touches. So here is a small press roundup and some game art for your viewing pleasure.

No Work For Hairies

The first reviews, Let’s Plays and Twitch broadcasts of On Rusty Trails have been popping up over the last week and feedback is very positive. Twinfinite praises the “wonderfully-designed world and crisp gameplay”, Destroy All Fanboys‘ Greg Wilcox has warm words for good ol’ Scape Engine and the “comic in motion” looks. One of the only problems people are apparently having seems to be with the name of the Shifty Suit™

Kick-Ass

Gamerevolution even delivers the first press quote tagline, which will surely be used in future PR efforts: “If Pixar made a platformer, this would be it.” Feels good man. As mentioned before, there are also more Let’s Plays, some of them even with multiple episodes far into the game, Negark has fun with On Rusty Trails in this first of six videos so far. (Obviously game spoilers coming up, so proceed with caution, if you don’t like those).

That’s it for this week. I assume, I will do at least one more blog, with the NEW AND SHINY release trailer and some more press feedback, so make sure to check back on the blog next Sunday.

We are rapidly approaching our release date, which we have set to June 13th. Our Release Candidate (a stage of build that has the qualities of a finished game) is finished and we only have to implement minor changes until the release. This past week we sent out hundreds of press releases to gaming media like YouTubers and gaming news sites and are closing in on 500 of those. A press release is a mail with a few catchy lines about your game, paired with essential information, good-looking screenshots of the game, a link to the video trailer and a review code.

War Zone

To achieve this kind of distribution, we had to do some massive detective work (and rely on some sweet press mailing lists, floating around on the internet), to check if our press contacts are still up to date. Many writer switch jobs after a few years. Some write for a different publication, others come over to the developer side to work as PR person for a specific company. So I went through hundreds of websites, Linkedin profiles and Twitter accounts, to find people’s information and — possibly changed — mail addresses. YouTubers are somewhat easy, because many of them keep their business contact on the about page of their channel, but you still have to check.

I’M A’ FIRIN’ MAH LAZER!!

Meanwhile Stamm has updated our press kit, which is a package of screenshots, video, logos, information about the game, etc. that is also being linked to in the press release. It is basically a site on our homepage, where media folks can find everything important about a game without having to look through different sources. Always make it as easy as possible for press to find essential information – they will appreciate your effort and this increases your chance of being covered by them. All the screenshot in this week’s blog are from the press kit.

For Freedom

We have already had the first sites picking up the news and tweet or write about it. Without bragging, it is of course a bonus that our stuff looks awesome on first sight. As in the real world, many decisions are happening from an initial impression. So if your headline promises something interesting, and the first images a reader sees are looking swell, you can win them over – hopefully. It is also important to personalize your press release as much as possible. Use the persons name instead of “hi there”. Try customizing your mail, if you have met the person before, reminding them who you are, and so on.

The result should look like the video right here. Larry specifically talks about how he chose to give On Rusty Trails a shot over other games in his inbox. He saw the game art and was intrigued. Media people receive between tens and hundreds of emails per day and have to choose what to look at and what to discard. If you like, check out his preview and see some gameplay for the first time. Thanks to Larry Chupacabra for creating this video!

That’s it for this week. Make sure to check back on the blog next Sunday!

]]>http://www.blackpants.de/development-update-52-release-date-hype/feed/0Development Update #51 – Secrets And Lightmapshttp://www.blackpants.de/development-update-51/
http://www.blackpants.de/development-update-51/#commentsSun, 15 May 2016 15:54:54 +0000http://www.blackpants.de/?p=5442Read More]]>Hi everyone! It’s time for the weekly development update, although I must admit that we haven’t been very weekly lately. Nevertheless, let’s begin with the Black Pants office; or better: with its representation in On Rusty Trails. As the production is in its final moments, we started adding rooms that are spread throughout the game and can be found by secret-loving players. Some of the rooms are easier to find, some harder. One of the rooms is the Black Pants office with some trademark furniture and decorations in it. In our featured image, Elvis has just discovered the secret office room and can find the signature “Markus” IKEA chair – a chair, 50% of the Pants hold in high regard. Essential items like the coffee machine and the esteemed sofa are also in there.

The Furniture

Here are all the pieces taken out of the room. On the left, we have the build monitor, which informs about broken game builds with a red warning light. Left of the level board, where all levels of On Rusty Trails are visible in their entirety (in the real version), we can see Jones’ Sepultura flag, which has always had a place on his wall, no matter in which iteration of the office. Obviously, the representation is not 100% accurate. Essential missing parts are THE LAMP, some awards (wink, wink) and finest assemblies of garbage: energy drink cans, pizza boxes and mountains of ground coffee beans, carefully placed BESIDE the garbage can.

Some New Achievements

With new secret rooms – and other content – come new achievements. I will not spoil how many secrets the game has, that would take all the fun out of it. Suffice it to say, you will need some endurance to find all of them. The achievement icons have received an overhaul and are one of the last thing to be added to the game. As I said before, we are almost done. We will decide the final release date in tomorrow’s team meeting and are testing the 99% finished game.

Slightly technical talk – but keeping it superficial for your (and my :D) benefit:
Another thing that we have added, which makes the game look very good, are lightmaps. Lightmapping is a method of pre-calculating light in levels. This means, the game will look at every object in a level, receive information on how light shines on it and then calculate where to create shadows. The “downside” of this method is that it takes very long to “build” the finished game with complete lightmaps, so when we create a new build (version) of the game, our build servers have hours of calculating work to do. To give you an idea: every version of the game that is built receives a version number and we are currently at #2255 – so our servers have built 2255 new iterations of the game so far, each due to something being broken or new features being added. The aforementioned “downside” of lightmaps is an upside in reality. What our servers have calculated in advance, and added as information to the game, is stuff your computer does not have to calculate anymore, so you get a nice-looking game with proper light and shadows, with an awesome performance.

That’s it for this week. Make sure to check back on the blog next Sunday!

Both Stamm and Tobi were away this week, and for personal reasons I am not able to write silly stuff on the internet today, so I will just show you this photo, Stamm has sent from the road and Tobi’s new animation for our logos in On Rusty Trails. The photo is of a underwear graffiti, which we are obliged to share on our blog, for obvious reasons.

Now, please enjoy the new intro animation for the Pants logo and the Scape Engine logo.

That’s it for this week. Sorry for the short update, I will make up for it on Sunday.

long time no see! Games Week is over and I’m on the train back to Kassel. As always, Berlin was awesome. I met a ton of great new people, caught up with old friends and was awarded the grand sunburn prize for my achievements in not giving a damn about the sun. Good times. The picture above shows all the great people from our row at the Quo Vadis Indie Showcase. But let’s start one week ago. I guess this is going to be a long one.

Last Sunday I met up with Stamm at Station Berlin to set up our “booth” at the Indie Showcase.

Setting Up At Quo Vadis

The setup was not much work, Stamm’s Macbook, a display and a controller, plus some goodies. We started meeting other indies in our area and met up with our former intern John, who just started a job at small Berlin studio and was showing their game. I’ll have some photo albums below, posting every picture on its own would make this an endless scrollavaganza, plus the internet on the train is kind of wonky. After a free beer — German game conferences somehow always have free booze at some point, and QV had its fair share, but I’m definitely not complaining — and a little more networking, we went home for the evening to get some sleep ahead of the hard week.

Day 1, Monday, started off with free coffee and breakfast. As we found out, our passes included access to the business lounge, which would come in handy with burgers, potato wedges, popcorn, coffee and beer for the price of a smile. Big up to the sponsors for making this possible. The business lounge also housed the pitch & match area, which is a bunch of tables we were able to use to book meetings with other attendees. As games industry business shenanigans are always plastered with NDAs and whatnot, I am not sure if I can publicly disclose who we met with, so I’ll stay on the safe side and leave it out of the blog.

Business Pants are business

What I can say is that we are very happy with how our meetings went and can hopefully see the first results in the near future. I can only stress to indie devs to get out and attend these kinds of events. Personal contact will always be the easiest way to get your foot in the door with potential business partners. The second big plus are other developers. Over the three days at Quo Vadis we made lasting connections with many other devs and can call some of them our friends now. Big shout out to all new friends from our row and to me for drawing the perfect table number!

Monday night was also the night of the unofficial Quo Vadis karaoke party, which was the perfect event to go with all the free beer from after the conference already in your blood stream. I met my arch nemesis Majus, who had an array of songs practiced for the main stage, which showed me that I came unprepared. For next year, I will have to start training at the local karaoke night in Kassel to have a repertoire of songs ready. A karaoke sing off is exactly what this feud needs. So without entering the big stage I sang some Brian Adams and Bon Jovi with the good Berlin indie people and others. When I hopped over to another karaoke booth, the fate took its course:

Rickrolled

Day 2, Tuesday was the day of more free food, even in the evening, when I represented the Pants at the annual matchmaking dinner, like last year. More meetings, more coffee and before rushing of to the dinner, the “Best of Quo Vadis” pitch. Stopping in Wolfsburg now and it’s sort of snowing. In April. When I have a sunburn. Thanks. 15 of the 40 indies were invited to show their games on the main stage in front of a jury and the conference audience. Sadly, we did not make first place, but that is really the only thing that was not dope about this week. Straight from the stage, I raced to the matchmaking dinner, where I met a few interesting people. When they served the main course though, I found myself confronted with my old “friend” – eggplant. Thankfully they were grilled, so they gooey, weird structure was not a problem. The taste is OK at that point as well, so I took it like a champ.

On day 3, Wednesday I camped out a talk by a Google Play Store representative to pitch him Blown Away and see if we could get featured at some point. The talk went well and I hope, we can achieve some more downloads soon. As mentioned before: go to events, grab people you want to talk to and pitch your stuff. You should have good stuff, though. Other than this, we had to say good bye to some of the indies, because they were only there for Quo Vadis, pack up our stuff and have some free cocktails – of course. As a conclusion of Quo Vadis I can say that a huge majority of people who came to play On Rusty Trails really enjoyed themselves and complimented the look, which is something we often hear. What made me extremely happy though, was many people praising the controls. Great platformers get an edge over good platformers from crisp controls, and Rico has delivered. Go Rico!

Day 4, Thursday, was my start of A Maze, the games festival with a focus on indie and artsy games. The venue was in the same area as the years before — around Urban Spree Berlin — but they added a new location, right next door, called Haubentaucher, which has a huge pool and a gorgeous outdoor area. You could watch talks inside, or sit in a beach chair outside and watch them on the big LCD display, while catching some sun. You know the rest. For this second part of the week I hung out with a crew of friends I had made at Quo Vadis, Hossein, Michael and Robin. These guys are so awesome I can only regret not having met them earlier. In the evening we walked around the venue and strolled towards SOS’ red fire truck, when we heard the announcement for a Hoky tourney. Hoky is a game by Vlambeer’s Jan Willem and Kitty Calis. As the name suggests, it is a four-player hockey-ish game with weird mechanics and a lot of fun. They make one unique build for each festival they travel to and save it on a golden USB stick. The winner team receives the build and can do with it whatever they choose. One of the teams who had signed up did not show, so my glorious thirty minutes of fame as Jon Brown impersonator had come. Together with my — also fake — partner, Nathan we hokied our way to the grand finals, a best of three match up. On the way we kicked out Majus (mwahaha) and developed tactics for winners. The finals came down to the third game, as we lost the first one with 0-1 and had a convincing second game with 5-2. In the last game we had the 1-0 lead, until I scored an own goal, resetting our score to zero. 30 second before the end the opponent team scored a goal and my attempt in the last few seconds of the game sadly hit the goalpost. We had to concede the golden USB stick and now I have to go on a hunt on the internet to hopefully get my hands on it. My sunburn had the uncool side effect of getting me cold and shivering every evening, while also feeling very exhausted, so my stay at A Maze took not too long into the night.

Day 5, Friday, marked the end of my Games Week. After breakfast with Stamm, I went over to Urban Spree and listened to some talks – now with a stylish, pink A Maze cap on my head. Over the day I met with the crew and we went for some food and chilled at Haubentaucher until the sun went down. We moved back to Urban Spree for the last party, where the guys managed to keep me way longer than my freezing body wanted me to. Some 8bit music did the rest – sorry Hossein, that stuff was great until the Cotton Eye Joe.

On Saturday, I rested, wrote some emails to catch up on my inbox and in the evening met up with Stamm, Tobi and some friends, plus new friend Robin for the final night in Berlin and some drinks.

Back in rainy Kassel now. Thanks for sticking with me for this longer blog, if you are still reading. Games Week Berlin was a blast and I can’t wait for the next event I will go to. To friends, old and new, to the Pants for apparently making a great game with On Rusty Trails and to you, for reading my blog. Enjoy the photos, see you on Sunday iteration #50 of the development update.

So long,
Murmel

]]>http://www.blackpants.de/murmels-blog-gamesweekberlin-edition/feed/0Development Update #49 – You And Justin Bieberhttp://www.blackpants.de/development-update-49/
http://www.blackpants.de/development-update-49/#commentsSun, 03 Apr 2016 15:50:41 +0000http://www.blackpants.de/?p=5361Read More]]>Hey everyone! It’s time for the weekly development update and we are starting with a screenshot from our new beta version. That’s right. A few hours ago I sent out the beta keys to our testers and they are already trying to destroy the game – for science As for the screenshot, I am not 100% sure, if we had that billboard on the blog before, but definitely not from inside the game. We also have our protesters and stone throwers and Elvis in the middle, standing at the savepoint.

The Suburbs

The beta announcement has brought first attention to On Rusty Trails, and so we have been contacted by ProjectMQ who want to feature us on their weekly indie game Twitter promo. I answered a few questions about the studio and the game and Stamm made some gifs, which will be sent out via their Twitter account when the feature starts.

Here Be Lasers!

Ah yes, good old laser-platforming. I’ve stopped counting the number of F*CK!s and son of a b*tch!s I shouted when playing On Rusty Trails. I hope, some of our testers already have bite-marks on their controllers. Some schadenfreude is always good to make me feel better about my failings in this ridiculous game!

Jump Pad

As well as the beta, our coming soon page on Steam is also live now, and you can add On Rusty Trails to your wishlist – as a few hundred people have already done. The hype machine starts rolling, peeps!

Jump’n’Change

A gif from the later parts of the game. Elvis is being chased by platform-switching energy fields. Some times you change the platform and some times the platform changes you! I’m so deep, I should switch my studies to become a philosophy major. Lazer.

I have a pretentious blog with extra gifs and a double shot of lazy puns for… Thomas. Who the hell is Thomas?

Tunnel Surfing

Bonus gif time. We were naughty Pants and held out on ProjectMQ to save one last special gif for my awesome blog readers. Because you’re the only people in the world I care about. You and Justin Bieber. #forrealtho

Studio news: On April 7th Christian and Tobi will be in Munich for the German Game Award, and the rest of us will be watching the event live over at the stream. So can you! Be advised, the stream will be in German. Fingers crossed for Blown Away!

That’s it for this week. Make sure to check back on the blog next Sunday!

]]>http://www.blackpants.de/development-update-49/feed/0Development Update #48.5 – Fan Art Specialhttp://www.blackpants.de/development-update-48-5-fan-art/
http://www.blackpants.de/development-update-48-5-fan-art/#commentsSun, 27 Mar 2016 15:55:55 +0000http://www.blackpants.de/?p=5350Read More]]>Hi everyone, it’s time for the weekly development blog. But since it’s the Easter holidays, we are on a short hiatus and I will show you some cool fan art we have received over the time.

Credit: Steam User Tigg3R ₪

Credit: Steam User Red__Hara

Credit: Kopfstoff David Müller

Credit: mrptiko

Credit: apps.im User ID Unreadable

Credit iapps.im User ID 41331

And the last one, just came in one day ago. Unfortunately Facebook video embedding on WordPress is a bitch and I don’t want to install Java Script plugins and mess around in the blog settings, so a link will have to do. This interactive card is awesome!

Final announcement: The On Rusty Trails coming soon page is finally live and we already have a few wishlist entries. Hype! The beta test will go to its next round in the following days, and the release date comes closer and closer!

That’s it for this week. Make sure to check back on the blog next Sunday!

]]>http://www.blackpants.de/development-update-48-5-fan-art/feed/0Development Update #48 – Has Stamm Gone Too Far?http://www.blackpants.de/development-update-48-has-stamm-gone-too-far/
http://www.blackpants.de/development-update-48-has-stamm-gone-too-far/#commentsSun, 20 Mar 2016 16:56:05 +0000http://www.blackpants.de/?p=5332Read More]]>Hi everyone! It’s time for the weekly development update and we’re starting with a little surprise I received this week. A friend of mine works at a social project, called Streetbolzer, which brings kids from all over the city together through football – screw America, you play football with your feet! He works with many children and told one of them about our game Blown Away. The little guy played the game and liked it so much that he made a Hendrik badge for me. I feel very honored! Things like this make me love my work even more. I’ll put together a little surprise to give something back!

Animation Escalation

This week’s awesomeness knows no bounds, as we plunge into a wealth of animation beauty. By doing so, I also have to make two announcements: As suspected in an earlier blog post, Bao kick’s Tobi’s ass when it comes to animation – or anyone else’s for that matter. Here are tons of NPC (non-player character) animations you will be able to find all across the world of On Rusty Trails. My personal favorite is the angler guy on the left, because he’s just chilling and doing his thing. But we also have all sorts of workers, protesters, jumpers, screamers, dancers and a guy who is doing a “Stamm-on-a-treadmill impression”, or whatever. Look at the Hairy to the left above the one with the megaphone, what is he even doing?

Hairy Teasing Spike

The second part of the announcement relates to the form in which the animations are being presented on the blog (a friend of mine once was furious about the excessive use of passive sentences on blogs, and since my second name is “Meta”, this sentence will not be edited and stay as it is). Also, it fits the animation of a Spike being razzed by a Hairy. I call him Nelson. But I am stalling on the announcement.

Spike Protesters

The announcement has even riled up a bunch of Spikes upon hearing the news. Over the last weeks, there has been a lingering sense of unease on the Black Pants team. People have been acting strange and were on edge most of the time. I was not quite able to pinpoint the issue, but attributed it to the stress of coming closer to the release date of a major project. I could not have been more wrong. I started hearing whispers during our video meetings. Subtle, at first. “Cliff”. Cliff?! Who the hell is Cliff? Is it a warning? Is it a hanger?

Protesting Hairies

“Riff”…”Skiff”. No, that wasn’t it. Fear started creeping up on me. What were the whispering voices trying to tell me? I could not shake that restless feeling. I woke up at night, drenched in my own sweat and tears – and those were probably not the worst fluids in my bed. I had to find the truth. A horrible suspicion grew in me. I followed a lead to the content channel on the Black Pants Slack. I skimmed through this week’s offerings, which had been carefully placed by the townsfolk of art-ington to appease the god of the development blog, WHOM we all serve to bring you this piece of reading pleasure each week. There it was:

And if that was not enough:

AND THE FREAKING CRAB EMOTICON?! Upon my soul! Bring me the heretic. I want to crush him! See him driven before me! Hear the lamentations of his woman! I immediately picked up the phone and called the Berlin office. “SAY IT TO MY FACE”, I screamed into my mouthpiece. “JIF!!!”, the person on the other end gleefully shouted. Silence. I was struck by lightning. Figuratively.

The Boiling Point

Slowly, I put down the phone in disgust. I swallowed. Once… twice… audibly. My shaking hand slowly led the phone back toward my ear. “I am going to end you”, I could hear myself say with a quiet, emotionless voice.

FIN

Don’t Let It Come To This

Look, kids. Can you see that Hairy being bullied by all the Spikes, because he/she/it is different? That is not OK. People can be different and we should embrace that. Differences are awesome and make things interesting. There is just one exception to the rule: It’s GIF! Graphics Interchange Format. Be reasonable, don’t be different. Friends don’t let tehir friends say “jif”.

That’s it for this week. Make sure to check back on the blog next Sunday!

Also, we need some more beta testers. Contact me, if you are interested.